Showing Posts For Jerus.4350:

Mesmer literally 1/6th dps of other classes

in Mesmer

Posted by: Jerus.4350

Jerus.4350

This little interchange more than anything just goes to show how much he can’t handle being wrong. Even the op of that thread has stated how it’s unrealistic and was just a test for fun, and Azukas is like ‘look guys, I’m right because Mesmer dps is great’. /facepalm

Edit: He’ll probably reply to this comment with something like ‘but I am right, this test just goes to show what I’ve been saying all along’.

The guy on Reddit even posted 19.9k is the realistic.

https://www.reddit.com/r/Guildwars2/comments/4zgpsr/full_dps_chronomancer_test_289koptimesmer/d6w3ebo

Plus He is counting Blind and slow as persistant debuffs which I’d think is a bit questionable.

Crown Pavillon

in Living World

Posted by: Jerus.4350

Jerus.4350

I thought it was very successful on organised maps where you farmed the gold chests 24/7.

Yeah, I remember farming for a bit then having stacks of various types of bags that took me over an hour to open and salvage.

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Don’t forget revenants tablet (6k every 3 seconds) and their regen (700 every second) easily outheals med kit.

Yup, I just listed the things I’m familiar with (and I actually missed a couple things, like Druid Pet heal, and Guardian’s Merciful Intervention).

Condi Druid worth a go?

in Ranger

Posted by: Jerus.4350

Jerus.4350

Agree with you. But pugs only want 1 druid in raid, everytime. Only time you’ll get to run 2 druids is in an organized or semi-organized one.

What can we do to change this mentality?

Nothing because nothing is there to be done.

i still can’t see why a 10% dps increase to 4 guys +the druid can make up for the 40k dps lost when you not bring another tempest.
because when the druid is buffing with the avatar is does 0 dps, just saying…

First, that 40k is quite the generous Tempest addition, that’s not what you will see most often, but either way it requires Druid buffs to get!

Druid is about a 20% damage addition, that’s from: 7% crit chance spotter, ~7% extra damage on Frost Spirit, ~6% damage GotL(you’ll get up to 15% so in burst situations even more). So a druid’s buffs are equal to ~80% of another person (very rough estimate as it depends on which 4 are getting the buffs) and can do ~40-50% of the Tempests damage. Overall it’s safe to say the net effect is a gain or at least not a loss in damage while also gaining an increase in sustain for the group.

There’s a reason guilds use this setup. The only good reason for PUGs not to that I’ve heard is lack of druids to pull into the group. But, I know if I could play a secondary healer condi druid role, I’d love it, but I am just not huge on the main healer play style (I’ll still do it if needed though).

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

I want like an actual support specialization like the Druid unless they fix the medkit but even then is that enough for a healing/ support build? I would also love to see something like a teleport it would fit so well in terms of the mechanical advanced technology themes. In terms of weapons I’d guess mace pr axe but it could really be anything. For example even a scepter could be made into sort of a ranged tesla or conducting rod or something. It doesnt have to even be a healing thing any new unique mechanic that can offer group support would be great.

Actually, yes, if med kit was fixed/buffed properly we could easily have a solid support role. There’s 3 main types of heals I’ve found.

Small Consistent healing (effectively regen)

  • Guard: Traited symbols, traited Virtue of Resolve, Elite Signet, and Mace Auto
  • Ele: Water staff 1, Soothing Mists persistent effect
  • Druid: Staff1 and 2

Small more consistent burst (Your 1-2k heals)

  • Guard: Aegis heals (1.4k+ heal every 5-6 seconds depending on aegis rotation)
  • Ele: Aura heals (1.4k+)
  • Druid: Seeds of Life (1.3k+)

Large burst healing (your 4k+ heals that paired with the rest are able to bounce people back from large damage)

  • Guard: Wings of Resolve, Receive the Light, Elite Signet activation
  • Ele: Geyser, Wash the Pain Away, Overload Water
  • Druid: Lunar Impact, Ancestral Grace, Rejuvenating Tides full channel, Glyph of Rejuvenation

Overall we have solid regen, a half decent bit of that small burst through initial drop of Super Elixir (saving it for when you need it though means our regen potential drops), and HT pulses. But, both of those are on long reuse compared to similar heals from the 3 professions above. We don’t have any large heals for the group outside of mass blasting a water field but there are so many times now that it’s just not practical to expect that as a possibility (combo fields everywhere!).

What I’d like to see for Med Kit:

  • Water field, it’s too big of a sacrifice to lose compared to the HT and Gyro alternatives
  • Large heal, something like Geyser/Lunar Impact, this brings up concerns of scrapper sustain mainly in PVP, but there are at least half a dozen ways I can think of to limit that.
  • Damage, we shouldn’t be stuck doing 0 damage while in Med Kit, and Med kit is a huge part of our ‘small consistent regen like heals’ without it we can’t get anywhere close to Ele with water Staff 1, let alone with that and Soothing Mists.

Along with that a substantial buff to Soothing Detonation, ideally in it’s HP scaling so you can’t just toss it into a more offensive focused build in PVP/WvW.

I’d go into more detail on my ideas but this post is more than long enough, and I doubt they’d want to do exactly my thoughts anyways, but with the above we’d still be second rate, just a viable second rate. And, a full support Elite Spec could be cool.

Groups

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

becouse its not your group.
we dont have the party leader system here anymore in dungeons/fractals and thats good.

That’s debatable.

Healing Druid Raiding Builds and Help

in Ranger

Posted by: Jerus.4350

Jerus.4350

I just threw ascended gear because it was faster, and exotic trinkets because it’s important to show that option there as Ascended magi is a pita to get, and you do want to minimize toughness (sapphire jewels are just the only reasonably priced option for healing power there).

For amulet you get 120 HP on it, then you have an upgrade slot (it’s not an infusion slot) for an additional 25, total 145. Ascended has 157 base with utility infusion slot (read no stats). Accessory is 75+25=100 vs ascended option 110 HP with optional stat infusion.

On the build editor with the exotics I have there it’s 1695 HP, if I swap those to ascended it’s 1757, so higher (add infusions and it’s 1822, but realistically even higher because this build thing doesn’t have multislot back/rings).

If you’re comparing it to what you have in game, I have the best food options slotted there, the furious tuning crystal is kitten expensive and honestly unrealistic but I like tossing it in there because it is the best option.

Healing Druid Raiding Builds and Help

in Ranger

Posted by: Jerus.4350

Jerus.4350

Curious what does your guild run at raids?

Healing Druid Raiding Builds and Help

in Ranger

Posted by: Jerus.4350

Jerus.4350

For Zealots for sure Power builds. You can actually swap out Nature Magic for Markmanship for more personal dps if you wanted. You could drop staff and go Sword-X + Longbow and do a rotation with quick draw to get 2X rapid fire + Barrage then swap back until barrage would be back up (haven’t really played that power build in a while so I’m assuming it’s the same as when I quit before HoT). You could just run Sword/Axe and Sword/warhorn, or for extra evades offhand dagger.

Quite a lot of freedom, keep CA going to keep GoTL up, use Glyphs with the seed trait to keep GoTL going between when you want to drop CA. I’m sure someone will be along and give you better advice for the power side of things for when you want to go heavier damage. I personally almost always run Condi Druid, and in raids I PUG so it’s full healer Druid. Sometimes I slip in pure condi ranger just for the funsies.

I’d say a full set of magi isn’t a bad idea, it’s cheap, you can get the gear at I believe Melandru temple in Orr, and trinkets at Lyssa. So just a few hundred thousand Karma if you have a bunch of that. Monk runes you’ll be farming Ascalonian Catacombs for, Water is a good alternative until you can get the monk (monk’s % boost is huge). No need to go better than exotic though as you shouldn’t have to use it often, just when you need an excessive amount of healing because your group is playing sub par (or you want it to make it easy mode on everyone )

(edited by Jerus.4350)

Healing Druid Raiding Builds and Help

in Ranger

Posted by: Jerus.4350

Jerus.4350

Healing power depends from skill to skill. Some things have as low as .0033 modifiers others 1.0+ (.0033 modifier is part of the med kit for engi >.<)

https://wiki.guildwars2.com/wiki/Ancestral_Grace
Has a 1.0 modifier, so in full HP gear (about 1650 HP iirc) you’re doubling this skill with 1600+1600, that then gets modified by %’s to reach some very large numbers

Then you have https://wiki.guildwars2.com/wiki/Lunar_Impact witha 1.1 modifier, but a much higher base of 2400. You’re getting ~2400+1700 at max healing power, modified up huge.

https://wiki.guildwars2.com/wiki/Rejuvenating_Tides this on the other hand is a .85 modifier, but a lower base so you actually gain quite a large % from HP.

Overall though, you’re still going to be just pumping out heals with zealots gear still. Druid is the overpowered healer nothing can really match. Staff Ele can get kinda close, but other than that guard is just well behind and probably the next best (or at least that I know of).

Axe/Torch is a condi setup, where you’ll run condi food (less heals) and condi gear (less heals) without food/gear you’re quite pitiful. Zealot and other power based things you’ll want Sword/X, or even GS or Longbow (though sword is best).

Condi, though of course you can swap up skills, I just tossed what I often use (tides can be nice to break bars or pull trash into you. Or on VG push seekers away). I’d point out Healing spring is extra nice here as it makes CA bounce back much faster with it’s regen.

http://gw2skills.net/editor/?vNAQJAnfnMqA1sitqAmsCUtgFDBDerGWLrNdggVVjJAsuaAlMscA-TBSFQBNU5nS2HYkKBBwJAod6BSwDAofq/ctFGIFwiKrA-e

Then full healer is something like this, again possible variations here as well.

http://gw2skills.net/editor/?vNAQNAW8Xn0rC1sitqAmsCEtiFDBjJAsuaAwb1waZ1519CyalI3wA-ThSBABAcEAqQJo+PAAQV/BKlfZt/AeaGs4iAMoOgGM/RKA/2bB-e

You have totaly destroyed wvw

in WvW

Posted by: Jerus.4350

Jerus.4350

My fear is that at some point Anet will move to a three sided system or redo the servers. Understand, I think that is the most reasonable action at this point. But kitten , if you don’t like zerging, how on Earth will that help?

And I still go back to being frustrated that WvW is our version of World PVP. Trying to cram a ton of different playstyles in the same format is infinitely frustrating for everyone.

Far as the Zerging being to only playstyle problem can be fixed. You can actually start to punish players for zerging in omni-blobing like on other game I plays does. After 4 players get a hit on the same object or player/s everything regarding rewards start to split till, players will have to choose between omni-blobing because that’s the only way they can play or to break up into smaller groups and take other objectives to get better rewards.

Also if ANet don’t want to remove the AOE cap. ANet can instead increase the AOE cap by double maybe even triple only in WvW mode and the cap would remain the same in PvE land and sPvP game mode.

If you care about PPT scores it already punishes omni blobbing.

Quick scenario. TeamA is omniblobbing, Team B has 2 large groups and a havoc squad roaming the map. TeamB’s Havoc is keeping teamA’s supply from ever building up so they run with limited siege. TeamB can also go on the offensive attacking TeamA’s towers, which acts as offense and defense because whatever TeamA was doing they now have to either sacrifice their tower or pull off to defend. And, TeamB still has one more squad which is able to either defend or attack teamC, or help their other squad and put up a decent fight (and potentially win) against TeamA (pincer moves work).

Omniblobbing wins you fights against smaller squads, but having multiple squads will win the match as the omniblobs can’t multitask.

This is a big reason I’d like to see scoring change, because I feel like omniblobbing wouldn’t be a problem at all, if scoring actually mattered, but it doesn’t right now and I think most (or at least a substantial number of people) just want to win fights and farm bags.

Crown Pavillon

in Living World

Posted by: Jerus.4350

Jerus.4350

I really hope so, I don’t even care about the rewards it was just a very fun screw around map. Decent fights for solo play, and then the different bosses were interesting for at least the first 50 times I did them, and given the time I’d probably find them interesting again. Sort of like SW which I still pop into once in a while just to fight a certain boss for fun, but without the long wait until I get to them.

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

I’ve been playing around with healing Engi, and realized something disturbing last night. Now I quickly figured out Soothing Detonation was pretty darn bad. Then last night I looked up it’s actual calculated value and realized it’s worse than Water staff1 on Ele… yes, it’s LESS healing than a 1 skill… so add that to the list of needs, that trait needs some buffing at least in PVE (I could see people not wanting that in PVP where sustain is already a complaint).

Healing Druid Raiding Builds and Help

in Ranger

Posted by: Jerus.4350

Jerus.4350

It’s still expected that players be good and defend themselves if necessary. With a solo healer you can often find that their heals have already all been taken by people in closer proximity, and if that’s the case you need to defend yourself. Basically do the best you can while healing, reposition to get as much coverage as you can. And, if someone dies and has their heal skill off recharge, they’re the idiot.

Necro not optimal for fractals

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

You don’t see any zerkers anymore cause everyone is told go condi. You could almost say, just the last remaining old generation of players are the ones left playing zerk..
Almost anyway, I know it’s not 100% true

Of course I don’t see them because it is working way better with condi groups than zerker. Just try it out. The few zerker groups I ran with were with filled with exp and good players the dmg is still way worse than Alex wants to tell us!

If there are people from the SC guilds telling me zerker is better I would trust them but until there is no proof…no thank you.

Edit: To be clear, I also doubt that a 4 man necro party including a druid is optimal, I’m talking about condi in general vs. full zerker. And we are talking about pugging, not static and optimized groups with buffood and proper communication!

The last record run I saw posted, 2 Ele in power damage setups (post nerf too!). If anyone can swap 2 necros in and beat it by a good amount I’d take the ‘condi only’ thing more seriously but until then I believe this is sufficient proof that power still does fine.

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

But, I’ve still seen 20-30 man groups take down 50+man blobs when the smaller group is organized and the larger one isn’t.

idk man I see a lot of groups claim that, but when you watch their vids it turns out they had 20-30 in squad but were running with like 10-20 green names against a group of similar size.

I hear you, and you’re right, it usually is. I’m thinking of a few incidents specifically. The first was embarrassing because I was in the large group and we got taken out by a much smaller guild group because we apparently sucked.

The next was a few weeks back, a little before the normal prime time we try to defend WC, squad of a dozen forms up in TS and there were probably half a dozen additional green names, but we kited this much larger force around that tower and eventually wiped them. Pretty sure everyone involved didn’t believe what had just happened, but it did.

Then a couple times we’ve gone up against what are obviously pug blobs (you can see the disorganization) and taken them out with 20-30man squads (probably a few green names too you’re right but I doubt more than 5)

Either way, I’m not saying a great 20-30 man force can beat a half decent 50+, just that the 50+ have to be at least half decent and can’t just be a full blob of rally bait. But, that’s how I remember it being before as well.

[Vs] SE Story [8:19] Restricted World Record

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

How do you know this is a world record?

http://gw2dungeons.net/Records

Previous record was 9:16

ADDING DESERT TO BL

in WvW

Posted by: Jerus.4350

Jerus.4350

WvWintel.com

You can check what your servers match ups are (too much for me to want to list them, but like DB is back in t1)

I also like the idea of weekend matchups and weekday matches being separate.

ADDING DESERT TO BL

in WvW

Posted by: Jerus.4350

Jerus.4350

Anet I understanding adding one desert bl to the wvw community but you also reset the scores and gave us a different server to go up against. Which means now we are starting all over as if today is Reset Day and no one is online. Of course we were leading but now we have different servers to go upagainst. I dont mind adding a the horrible desert bl (and to my understanding the desert bl is your home bl) to which no one will defend and that is the best opportunity to bombard that bl, but to change the score and add different servers in the equation is now a bit much.

Welcome to last Friday, when they posted that this would be happening…

Red BL is the DBL map, it’s not ‘your home BL’

What part of Gaurdian is its namesake?

in Guardian

Posted by: Jerus.4350

Jerus.4350

I play T4 Fractals almost everyday with my Guard, equiped with full Soldier’s (Hipster build alert) using GS Mace/Shield. Every now and then I switch GS to Hammer, the 4 mini bosses in uncatagorized for example (rabbit, bandit saboteur, charr-like and Ettin). Using Hammer – Mace/Shield with AH and Feel My Wrath gives me alot of defense to eat hit after hit. Therefore being the center of attention while the other teammates can have free hits without the fear getting downed in one blow.

Dont get me wrong, Iam not saying zerk Guards is not viable on T4 Fractals, the above is just my personal playstyle which suits my role as a Guardian just fine.

On Dungeons however, I use my zerk Guard and make more use of active defense: aegis, blindness, reflects ect.

Glad to hear I’m not the only one that still plays and finds value in the old Pillar Guard (I went clerics for additional team heals but effectively the same role).

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

Quickness isn’t the only boon that needs addressing.

Resistance, stability and protection are also very overpowered when shared.

Stability? Really?
Why don’t we just back to the Pirate Ship meta that was sooooo exciting half the population left.

This is one thing I find funny. I quit playing about the time the Pirate Ship meta came into being. I didn’t play much of it, and I didn’t quit because of it, but I knew and experienced some of it. I quit for 8-9 months, came back, and it honestly feels much the same overall. I laugh because it seems like they made WvW overly convoluted just to create a similar result. It’s pretty significant that they then nerfed that stability change to not allow further interrupts for a short term. In the end though it feels much the same, WvW bursts things, that’s kind fo the playstile in a nutshell, burst heals, burst damage, burst boons. But, with that change to Stability stacking and usage, well you have an almost identical play style. So waht’s the kittening point?

It really feels like they’ve just played with things, not knowing their full implication, then instead of reverting they just created more mechanics to counter that change… god, it’s just plain dumb.

In the end you still want 2 guardians for stability per frontline group. Now you want 1 rev for resistance per group (the only real change, war=rev), where you used to want condi cleanses. Then you have Water fields (the same) and well/damage field bombs (the same).

I’m just failing to see the effective difference in the meta from back when I loved WvW before and what we have now. It’s in simply changed from GWEN to GREN, which is just… why?

But then I realize why, these changes weren’t done in any regard for WvW and the changes back towards it again werent’ done for WvW but in effect ‘fixing’ WvW to get back to the status quo it was once at.

I don’t know, I just look at the history of WvW that I missed and laugh because it overall made little to no difference in how it’s played today vs before these things. So I guess thank you sPvP for taking a solid system and making it a convoluted system with the same result.

I feel like Anet needs to go back and fix builds across the board. Power creep has definitely affected WvW, and things just simply need to be nerfed. Groups were a lot squishier back then but it was fine because skilled groups could sustain even when massively outnumbered. Currently it’s almost impossible to kill larger groups because of mechanics like damage reduction and resistance.

Power creep is insane, I was worried before the expansion seeing some of the stuff, but seeing it in game now, just… wow.

But, I’ve still seen 20-30 man groups take down 50+man blobs when the smaller group is organized and the larger one isn’t. It just takes a lot more to do it, you have to utilize the power creep. That small force comes in booned to the teeth, drops bombs on the large group taking out a large chunk of their numbers then pulls out with superspeed to avoid the retaliatory bomb. Drop water fields and regroup, and push again to take out a few more, rinse and repeat.

It just feels the same, but with different tools. A convoluted mess to get the same result.

Non Raiders blocked from XP bar spirit shards

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Hopefully with some quality 5 man content similar to these raids

But we have the other thread asking the devs not to develop Fractals like raids

:S yeah which is just stupid. The things that make raids different from old dungeons or fractals is primarily a forced focus on healing, tanking, and non combat mechanics. Things that a year and a half ago were being begged for to combat the zerk meta. They did a great job providing just that.

The ‘raid mechanics’ in Swamp are actually non existent. It’s an increased difficulty in that it’s a ‘do or die’ scenario (dodge or get massive damge, do the wisps in time or massive damage) and really it plays more like old dungeons/fractals than new raids.

Chaos is far closer to raids with it’s large repercussions if you don’t break the bar, a fixation mechanic, and the use of the special action key (hell snowblind is more similar to raids than swamp!).

Pets DPS tested

in Ranger

Posted by: Jerus.4350

Jerus.4350

Curious, when you apply buffs in the test areia through that console, do they transfer to your pet if you have the trait? or even without the trait?

If you are referring to Fortifying Bond, yes, the boons applied to you through the console will apply to the Pet. Though, there is an option to copy boons applied to you permanently to the Pet through the console so…

Cool, I honestly haven’t tested anything on ranger so I never even noticed, but thanks for the heads up.

How many people raid?

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

As of ~11 August, GW2 efficiency had the following stats

  • ~56% have [zero magnetite shards]
  • ~18% have 1-50 shards;
  • ~10% have 50-150 shards;
  • ~16% have more than 150 shards;

The above suggests that a lot more people have tried raiding than many of us might have guessed.

However, it’s probably fair to say that the GW2/E numbers overstate participation by a “significant” fraction.

  • Not that many people allow their API information to be publicly available via this site.
  • GW2 efficiency can’t estimate how many people play the game across any dimension, including concurrency (those logged in at the same time), hours spent playing vs chatting etc, number of active sessions per player, etc.
  • M-Shards might not be the best metric to measure participation, since you can build up a fair number without succeeding and then give up on raiding. (Unfortunately, we can’t easily look at legendary insights.)

So my guess is that GW2/E’s numbers represent an upper bound:

  • For sure, less than half of players have stepped foot in raids.
  • Those who start raiding ‘mostly’ continue to raid.
  • “Probably” more people have tried raiding in GW2 than have tried its equivalent in other games.

I’m in the camp of raiding every week but spend every last shards to gearing alts. Does Gw2E account for it? 220+ Insights but less than 200 shards now

200 shards? what a casual, I have nearly 500! :b ( don’t hate, I just want to give her crap!)

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

Quickness isn’t the only boon that needs addressing.

Resistance, stability and protection are also very overpowered when shared.

Stability? Really?
Why don’t we just back to the Pirate Ship meta that was sooooo exciting half the population left.

This is one thing I find funny. I quit playing about the time the Pirate Ship meta came into being. I didn’t play much of it, and I didn’t quit because of it, but I knew and experienced some of it. I quit for 8-9 months, came back, and it honestly feels much the same overall. I laugh because it seems like they made WvW overly convoluted just to create a similar result. It’s pretty significant that they then nerfed that stability change to not allow further interrupts for a short term. In the end though it feels much the same, WvW bursts things, that’s kind fo the playstile in a nutshell, burst heals, burst damage, burst boons. But, with that change to Stability stacking and usage, well you have an almost identical play style. So waht’s the kittening point?

It really feels like they’ve just played with things, not knowing their full implication, then instead of reverting they just created more mechanics to counter that change… god, it’s just plain dumb.

In the end you still want 2 guardians for stability per frontline group. Now you want 1 rev for resistance per group (the only real change, war=rev), where you used to want condi cleanses. Then you have Water fields (the same) and well/damage field bombs (the same).

I’m just failing to see the effective difference in the meta from back when I loved WvW before and what we have now. It’s in simply changed from GWEN to GREN, which is just… why?

But then I realize why, these changes weren’t done in any regard for WvW and the changes back towards it again werent’ done for WvW but in effect ‘fixing’ WvW to get back to the status quo it was once at.

I don’t know, I just look at the history of WvW that I missed and laugh because it overall made little to no difference in how it’s played today vs before these things. So I guess thank you sPvP for taking a solid system and making it a convoluted system with the same result.

Pets DPS tested

in Ranger

Posted by: Jerus.4350

Jerus.4350

Curious, when you apply buffs in the test areia through that console, do they transfer to your pet if you have the trait? or even without the trait?

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

engi should be able to pick and choose any combination of traits from any trait line like the old days.

the end.

I think you’re going to have to elaborate on that point if you want to make it. I see pretty good value in all the trait lines at the moment. Between PVE and WvW play I choose a variation of all of them.

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Absolutely to solidify a spot in raids we need a unique buff like others get that give them theirs.

I’ve also thought boonshare would be fun on the next Elite spec, share those solo buffing capabilities we have. At the same time I don’t want to take away mesmer’s unique thing, but if they’d just give them the damage buff they rightfully deserve they have enough other utility things that they could carve a niche and we’d share that boonshare option.

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Long range condition weapon.

Correct.

Fewer gimmicks as well. Engineers need (ironically) to stop being Jacks of All Trades because they aren’t actually “good” at any given thing. With the trait rework many of the options that worked (because numerous options are required for JoAT types) were deleted and replaced with options that were lackluster albeit stable.

Engineer is terrible. It literally doesn’t do anything very well even if it doesn’t do anything very poorly and that in and of itself removes it from the pool of specializations.

We’re still masters of soft CC with quality hard CC which is why we’re liked on VG. But, that’s about it. We’re still very good on various things, and if you can’t epi bounce or bounce conditions back on necro we’re be top dogs in condi damage.

We’re hardly in the state of unviable that some people believe, but yes we do need something that is our own, something to keep us a quality option in general play, and we just don’t have that. I’d say necro doesn’t either, but their niche cool things occur enough that they’re almost always a solid option (I believe KC is the only raid where necros aren’t really seen as a good option?).

Overall I’d like to see a rework to med kit to make a healing role something we can reasonably do. I’d like to see us given a buff for the group (though I like xyonon’s idea of it being in the form of a debuff on targets, just sounds engineer-y). And then some QoL things like Shield skill reuse being looked at, and swapping pistol 3/4 to give mainhand pistol more power opening up options for shield (offhand pistol still being preferable for damage though). So IMO we’re not far off.

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

Why don’t they make certain boons cap like certain condis?

One would think this would be the easiest fix, I’m no programmer but it certainly sounds like it would take almost no time at all.

The sad thing is they already do. I think swiftness caps at 2mins?

I thought it was a stack cap not a time cap. So say stacking Symbol of Swiftness would net you a lower swiftness duration at cap than using swiftness from blasting lightning fields. I believe Quickness works the same way, I just don’t know how many stacks that is, or if my memory is just way off

Non Raiders blocked from XP bar spirit shards

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

To OP: Dude, kitten happens. Not everything is for everyone, you have to accept that. No one is entitled to get/have everything he/she wants. That’s life.

Where would the game be if posters had just accepted that GW2 was not for raiders because it had no raids?

Hopefully with some quality 5 man content similar to these raids

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

@Jerus I get that. ANET previously stated that their intentions are to balance the 3 game modes separately (sPvP, PvE and WvW). That’s what I also said in the OP. I know boon sharing is a part of both game modes, but quickness sharing the way it’s currently happening in WvW can’t be what they had in mind. PvE would be balanced separately (I’d hope).

Yeah, just seems a pretty big difference between the two modes, one a boon one just a buff. It’d also reduce counter play for quickness in general. I wonder if they could just cap the duration you can share in WvW? Or, have it scale so you get say 25% duration on anything shared in WvW.

[Raid - Discussion] Removing Enrage timers

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

In summary, removing the enrage timer at an encounter like VG allows groups to ignore their mechanical failures. Vastly reducing the difficulty of the encounter. Furthermore it sets groups up for disappointment when they reach bosses with soft-enrage mechanics such as Gorseval, Sabetha or KC.

I think this is a good thing.

This way new people/PuGs can actually learn to raid.

Yes obvious people will learn to raid by ignoring what they are failing. Next time i want to learn something i will do it by ignoring it /s

It is more like, People can’t just learn Calculus at first.

They need to learn how to do addition, subtraction, algebra, geometry, and Precalc.

They can learn when the mechanics pops up, how they can see it coming, and what to do when it comes, then when they are going up against the 10 minute enraged timer boss version, they’ll have better experience than just wiping and wiping and no one has fun like that.

There are actually a lot of high level mathmaticians that have been pushing for calculus to be taught much earlier. The difficulty of most calculus classes is not the calculus concepts but their application with complex algebra and trig. Just thought I’d toss that out because it was funny to me.

Quickness Stacking in WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

Get ready for a kittenstorm if this happens. Boonsharing is what gives Mesmer a place in PVE.

[Raid - Discussion] Removing Enrage timers

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

In summary, removing the enrage timer at an encounter like VG allows groups to ignore their mechanical failures. Vastly reducing the difficulty of the encounter. Furthermore it sets groups up for disappointment when they reach bosses with soft-enrage mechanics such as Gorseval, Sabetha or KC.

I think this is a good thing.

This way new people/PuGs can actually learn to raid.

If you went into VG with half the DPS of a normal group you’d still get at least well into the second phase before enrage. This means you’ll have seen every mechanic that happens during VG, the second panel being lit in the third phase doesn’t play much different than the second phase, just less room for error. So I’m failing to see how this is an issue for learning?

[Raid - Discussion] Removing Enrage timers

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

http://dulfy.net/category/gw2/raid-guides/

Guide for every boss with a lot of helpful tips. Then there’s also dozens of youtube channels out there showing various tactics and professions points of view.

The dulfy guides tend not to be up to date with the latest strategies. They are excellent at explaining mechanics but I’ve found that most of the knowledge of strategies and cool tricks that exploit those mechanics are passed on through word of mouth. Watching videos is a good way to learn them as well.

Yeah lots of little things I didn’t get from those but did from experience and people teaching me. But, it’s still something I’d suggest reading for anyone interested in raids, nice to have some details about the mechanics as most videos make things look easier than they are.

Returning player struggling with class..

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

I set all my characters up before starting to raid. I find myself being asked to bring Warrior and Necro most. As a main Engi I find most all other professions DPS rotations pretty dull >.< but Warrior is nice and relaxing to play so I don’t mind. Just don’t forget to set up your Mace/Shield for breakbar stuff(Sigil of Strength to keep might pumping at least somewhat), you end up in it a decent amount.

[Fractal - Reaper] Viper vs Celestial

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

(there is a DPS report, a much more reasonable thing to use rather than a clip of 2s of damage)

I looked for this report a while back while wailing on a golem and couldn’t find it, how do you trigger the DPS report?

Not sure the text option, but it reports every 20% of the golems health.

[Fractal - Reaper] Viper vs Celestial

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Go to the golem and show us your dps.

This is how much i do…
Can you show me with the viper how much damage you do??? Thank you
This damage is steady

So, taking that picture you have 2s of damage shown (there is a DPS report, a much more reasonable thing to use rather than a clip of 2s of damage), using that and adding it up you’re doing 5277 DPS.

I just ran a simple rotation using the setup I was using for Matthias last night and cheap food (read not completely optimal for damage, plus I had lag spikes going in and out of RS ) I was able to get the picture below (6341 DPS).

As for some discounting Might/Vuln, this is where the ‘meta is a lie’ thing comes into play, you can’t always assume you’ll have those things provided, however it does mean that the more you’re utilizing those things yourself the less is left to buff your DPS from the team providing them (if you cap your own might then the PS warrior isn’t going to help you by providing a superfluous 25 stacks of might). So as you see in Dominik’s post given outside buffing the numbers grow and grow and in organized grouping that’s the goal (bring a PS war and Druid).

TLDR: I did a kittenty job and still beat what is to my best guess the DPS shown.

EDIT: Noticed I had more than 1mil total damage, my guess is it was counting self inflicted damage, but take the time and 1mil total damage and it’s 6329, so yeah still better

Thank you very much
Could you show me only the damage that come from your life reap(without food)? Could you take in the picture also your traits?
I can also use the golem or other utilty.
Please go to the chat and tick combact.
I’m sure that the viper dps is higher, just i would like know how much…
Because in Fractal i spend all my time to ress reaper, yeah high damage but if you go down every 2 minutes is better have less damage but steady.

Life reap isn’t used in my build at all.

Traits are the standard for Condi Setup, Death magic 111, Curses was 213, and Reaper 232.

I’m not going to the chat and tick combat, that’s just plain kittened. Why would you compare damage potential and not use that handy new DPS report?

And, Viper DPS in a solo setting is about what I showed there if you don’t change your build at all. But, changing your build to say get chilling victory instead of decimate defenses (you’re not pushing any vuln with these traits anyways) I’d be getting much more might to increase it. Also I should have swapped traits but I just knew I could beat the dps you showed with the build I had going at the time.

In a group setting we’re looking at more like 15k+ depending on what kind of buffs your group is giving you.

If reapers are dying in Fractals it’s because they’re pretty poor players, reaper is almost invincible.

Condi gear for high end fractals

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Hi all. Im gearing up for high level fractals and heard that condi gear/ builds are the way to go. Keeping that in mind, which stat is the ideal one for running these high end fractals. Would it be Viper’s for the extra Power & precision or Trailblazers of the extra Vitality & Toughness?

viper is ideal, vit/toughness isn’t really required in most PVE content, active defense.

[Fractal - Reaper] Viper vs Celestial

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

Go to the golem and show us your dps.

This is how much i do…
Can you show me with the viper how much damage you do??? Thank you
This damage is steady

So, taking that picture you have 2s of damage shown (there is a DPS report, a much more reasonable thing to use rather than a clip of 2s of damage), using that and adding it up you’re doing 5277 DPS.

I just ran a simple rotation using the setup I was using for Matthias last night and cheap food (read not completely optimal for damage, plus I had lag spikes going in and out of RS ) I was able to get the picture below (6341 DPS).

As for some discounting Might/Vuln, this is where the ‘meta is a lie’ thing comes into play, you can’t always assume you’ll have those things provided, however it does mean that the more you’re utilizing those things yourself the less is left to buff your DPS from the team providing them (if you cap your own might then the PS warrior isn’t going to help you by providing a superfluous 25 stacks of might). So as you see in Dominik’s post given outside buffing the numbers grow and grow and in organized grouping that’s the goal (bring a PS war and Druid).

TLDR: I did a kittenty job and still beat what is to my best guess the DPS shown.

EDIT: Noticed I had more than 1mil total damage, my guess is it was counting self inflicted damage, but take the time and 1mil total damage and it’s 6329, so yeah still better

Attachments:

(edited by Jerus.4350)

Non Raiders blocked from XP bar spirit shards

in Guild Wars 2: Heart of Thorns

Posted by: Jerus.4350

Jerus.4350

Don’t tell me you can’t do one escort to unlock the mastery, come on.

I am told that you have to unlock raid wings. I am also told that as a new raider my first raid MUST be vale guardian. is this wrong?

Yes, Any boss will get you the unlock. Escort didn’t used to but a recent change made it possible just for this reason, that’s it’s pretty much the easiest raid ‘boss’ event given you have one good mesmer (much easier if they have the raid masteries already though there is a JP workaround apparently).

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

A little off topic, but I think most here would agree reworks to things we have would be just as valuable as new things. But, one small change I saw someone suggest was swapping pistol 3 and 4, this would make MH pistol the main damage dealer, offhand pistol still the ideal dps combo, but in making MH pistol more powerful you’d make shield a more viable option (though it would still need some love).

Thought I’d just repeat it as it’s such a small change with such great QoL changes.

Make Engi Raid Again

in Engineer

Posted by: Jerus.4350

Jerus.4350

Master tier means you’d have to pick between it or final salvo right? :< cough just sayin :P

But I get the idea and I agree – we need … we really NEED a unique ability that will make us a solid pick, yet not a must have. It should also be unstackable.

So in the case of super speed wich is hard to apply, I’d say just swap it around like: "If you gain super speed, 5 enemies around you get a debuff that increases incoming damage by 7% for ?seconds.

That way you’d affect all of your allies, not only the ones in your subgroup or just 5 (target limit).

Final Salvo is Grandmaster, Master is Rapid Regen, Mass Momentum, and Expert examination.

And yes, I agree, while we have some SS options, they’re pretty short and not the easiest thing to come by. We’d essentially have to find a place to lay lightning fields to leap/blast, or pop a gyro (function gyro/healing gyro being the only ones that aren’t a major DPS loss but have their own tradeoffs for use).

SS also doesn’t stack duration and actually a higher duration can be overwritten by a lower. So no mass blasting a thunderclap to stack the buff, you’d just get 3s either way. Popping your healing gyro off cooldown would be 2s each out of a 20s reuse so 10% uptime.

So yeah agree with the idea of a group buff of some sort, but not sure that’s a reasonable implementation.

As for the strength of SS, Xyonon tipped me off to it, but on VG running condi scrapper you can pop healing gyros to get to that far away green (and then blast the water field toolbelt skill to heal the group!). Also makes getting 2 wisps on bloom a breeze, lots of little cool uses.

(edited by Jerus.4350)

A PvEer's Perspective on WvW

in WvW

Posted by: Jerus.4350

Jerus.4350

One thing i can tell you, is that wvw players havent the same mentality of pvers grinders, so we don’t give a kitten about reward tracks XD, we play for fights and we have fun fighting, our fun is not coming from opening the loot but from killing the opponents.

That’s why people always cried about how rewards were bad and how EotM was much more rewarding?

That doesn’t mean ppl play for rewards, it means they see the difference between the two an common sense would dictate that reward/loot progression should be close to equal. It’s the principle more then anything I would think.

But this person said we don’t care about rewards, then why would we complain when the rewarding is poor? That whole “WvW players don’t care about rewards” thing is a lie.

Sure, we don’t want to turn WvW in EotM 2.0 by overflooding it with rewards, but I’m thankful for the reward tracks as they now increased the poor income I have from playing mostly WvW. That mean less time on PvE and more time in the game mode I want to play.

I think most of us were complaining because we’d actually lose gold playing WvW, especially those of us that were constantly upgrading things. Even now with the reward tracks I’m lucky if I break even.

This^

WvW now earns enough that you don’t (or shouldn’t) lose money doing it. Problem is the way many handle it they just let the commander or just some people pay for all the siege and stuff, tip your commanders! (those 4 superior rams that just dropped cost someone about 1g, multiply that by the dozen or so times you do that, it adds up and someone is footing the bill).

Fractal Weapon Crate

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

BUY-2046 PFR’s Challenge #103

https://wiki.guildwars2.com/wiki/Fractals_of_the_Mists_

Complete that achievement and it should open up to you.

Greatsword

in Guardian

Posted by: Jerus.4350

Jerus.4350

Considering they won’t give guardians a passive 25% runspeed that everyone else gets, do you really think they’ll give them a pair of Nike’s in the form of GS changes?

It’s still the best option for mobility when not specifically chasing a target, it’s just not comparable to other professions because we’re hamstrung in that department. And, it’s burst is higher than that of the sword.

[Raid - Discussion] Removing Enrage timers

in Fractals, Dungeons & Raids

Posted by: Jerus.4350

Jerus.4350

http://dulfy.net/category/gw2/raid-guides/

Guide for every boss with a lot of helpful tips. Then there’s also dozens of youtube channels out there showing various tactics and professions points of view.

And, as the last two posts hit on, the issues of ‘accessibility’ are mainly created by the players themselves. Whether they’re unwilling to adapt their setup to fit their role, or just unwilling to accept that you might spend 2 hours and not get a kill. These things should and are the norm for any challenging content. If you can’t accept them then raids (in any game) just probably aren’t for you, and that’s not a problem. Open world PVE and PVP just aren’t for me, but I don’t see them as a problem (though masteries did annoy the hell out of me).

Greatsword

in Guardian

Posted by: Jerus.4350

Jerus.4350

GS still has the same niche it’s always had, burst damage. Run your burst rotation then swap out.

Mace: Healing/support/defensive
Sword: Gap closing + Fury
Scepter: Mid range/large hitbox/Might
Hammer: Protection/CC
GS: Burst/AE Pull/Mobility
Bow: Longer Range
Shield: Team support
Focus: Personal Defense
Torch: DPS

Staff -> Lootstick, swiftness, healer

Yes, sorry forgot that one, but again it still has it’s niche.

It’s a ‘1st world problem’ type thing, but guardians have to get every weapon if they want to be fully set up

what does engi -need-?

in Engineer

Posted by: Jerus.4350

Jerus.4350

Offensive buffing. There’s a reason we don’t have a spot in raids and that’s a spot that could give us one. Defensive buffing too, we have a lot of personal tools but very few team based options.

Other than that I’d rather have reworks. We don’t need an Elite spec for healing if they’d just fix medkit up to work well for instance.

As far as long range though, Mortar is nice, but while the 1 skill (and the rest) are decent for moderate damage, the 2-5 are utility not damage. The question is what and how thematically? A staff for range damage doesn’t seem Engineer-y, and Bows in general don’t, but I guess you could force some reason with a Bow, like new tech on a compound bow.

But, that’s the problem with a versatile profession like ours, they can’t really give us something new, just something that works better.